// license:BSD-3-Clause // copyright-holders:Luca Elia /*************************************************************************** -= Seta, Sammy, Visco (SSV) System =- driver by Luca Elia (l.elia@tin.it) This hardware only generates sprites. But they're of various types, including some large "floating tilemap" ones. Sprites RAM is 0x40000 bytes long. The first 0x2000 bytes hold a list of sprites to display (the list can be made shorter using an end-of-list marker). Each entry in the list (8 bytes) is a multi-sprite (e.g it tells the hardware to display up to 32 single-sprites). The list looks like this: Offset: Bits: Value: 0.h f--- ---- ---- ---- Shadow -edc ---- ---- ---- Each bit enables 2 bitplanes* ---- ba-- ---- ---- X Size (1,2,4,8 tiles) ---- --98 ---- ---- Y Size (1,2,4,8 tiles) ---- ---- 765- ---- Index of a scroll to apply to the single-sprite(s) ---- ---- ---4 3210 Number of single-sprites, minus 1 2.h f--- ---- ---- ---- List end -edc ba98 7654 3210 Offset of the single-sprite(s) data 4.h fedc ba-- ---- ---- ---- --98 7654 3210 X displacement (ignored by tilemap sprites?) 6.h fedc ba-- ---- ---- ---- --98 7654 3210 Y displacement (ignored by tilemap sprites?) * bit c, which enables/disables the 2 high order bitplanes (256 / 64 color tiles) is the only one implemented. Needed by keithlcy (logo), drifto94 (wheels). A single-sprite can be: 1. a rectangle of tiles (only 1 tile code needs to be specified) 2. a row of tiles of a tilemap in ram. The row is (always?) as wide as the screen and 64 pixels tall. Rectangle case(1): Offset: Bits: Value: 0.h Code (low bits) 2.h f--- ---- ---- ---- Flip X -e-- ---- ---- ---- Flip Y --dc ba-- ---- ---- Code (high bits) ---- --9- ---- ---- Code? Color? ---- ---8 7654 3210 Color code (64 color steps) 4.h f--- ---- ---- ---- Shadow -edc ---- ---- ---- Each bit enables 2 bitplanes* ---- ba-- ---- ---- X Size (1,2,4,8 tiles) ---- --98 7654 3210 X 6.h fedc ---- ---- ---- ---- ba-- ---- ---- Y Size (1,2,4 tiles) ** ---- --98 7654 3210 Y Tilemap case(2): Offset: Bits: Value: 0.h fedc ba98 7654 3--- ---- ---- ---- -210 Scroll index (see below) 2.h Always 0 4.h fedc ba-- ---- ---- ---- --98 7654 3210 X? 6.h fedc ---- ---- ---- ---- ba-- ---- ---- ** ---- --98 7654 3210 Y ** ? both bits set means "Row Sprite" if the single-sprite type hasn't been specified in the sprites list ? There are 8 scroll values for the tilemap sprites, in the 1c0000-1c003f area (each scroll value uses 8 bytes): Offset: Bits: Value: 0.h Scroll X 2.h Scroll Y 4.h Priority ? (0000, 0401, 0440, 057f, 05ff) 6.h fed- ---- ---- ---- Tilemap width (games only use 1 -> $200, 2 -> $400) ---c ---- ---- ---- ? ---- b--- ---- ---- Shadow ---- -a98 ---- ---- Each bit enables 2 bitplanes* ---- ---- 7654 3210 ? some games leave it to 0, others use e.g 28 for scroll 0, 29 for scroll 1, 2a etc. Where scroll x&y refer to a virtual $8000 x $200 tilemap (filling the whole spriteram) made of 16x16 tiles. A tile uses 4 bytes: Offset: Bits: Value: 0.h Code (low bits)*** 2.h f--- ---- ---- ---- Flip X -e-- ---- ---- ---- Flip Y --dc ba-- ---- ---- Code (high bits) ---- --9- ---- ---- Code? Color? ---- ---8 7654 3210 Color code (64 color steps) The tilemap is stored in ram by column. *** The tiles size is (always?) 16x16 so Code and Code+1 are used. Note that there is a "background layer": a series of tilemap sprites that fill up the screen and use scroll 0 as the source tilemap are always displayed before the sprites in the sprites list. Shadows: The low bits of the pens from a "shadowing" tile (regardless of color code) substitute the top bits of the color index (0-7fff) in the frame buffer. The number of low bits from the "shadowing tile" is 4 or 2, depending on bit 7 of 1c0076. Note: press Z to show some info on each sprite (debug builds only) ***************************************************************************/ #include "emu.h" #include "includes/ssv.h" #include "render.h" void ssv_state::drawgfx(bitmap_ind16 &bitmap, const rectangle &cliprect, gfx_element *gfx, uint32_t code,uint32_t color,int flipx,int flipy,int x0,int y0, int shadow ) { const uint8_t *addr, *source; uint8_t pen; uint16_t *dest; int sx, x1, dx; int sy, y1, dy; addr = gfx->get_data(code % gfx->elements()); color = gfx->granularity() * (color % gfx->colors()); if ( flipx ) { x1 = x0-1; x0 += gfx->width()-1; dx = -1; } else { x1 = x0 + gfx->width(); dx = 1; } if ( flipy ) { y1 = y0-1; y0 += gfx->height()-1; dy = -1; } else { y1 = y0 + gfx->height(); dy = 1; } #define SSV_DRAWGFX(SETPIXELCOLOR) \ for ( sy = y0; sy != y1; sy += dy ) \ { \ if ( sy >= cliprect.min_y && sy <= cliprect.max_y ) \ { \ source = addr; \ dest = &bitmap.pix16(sy); \ \ for ( sx = x0; sx != x1; sx += dx ) \ { \ pen = *source++; \ \ if ( pen && sx >= cliprect.min_x && sx <= cliprect.max_x ) \ SETPIXELCOLOR \ } \ } \ \ addr += gfx->rowbytes(); \ } if (shadow) { SSV_DRAWGFX( { dest[sx] = ((dest[sx] & m_shadow_pen_mask) | (pen << m_shadow_pen_shift)) & 0x7fff; } ) } else { SSV_DRAWGFX( { dest[sx] = (color + pen) & 0x7fff; } ) } } void ssv_state::video_start() { m_gfxdecode->gfx(0)->set_granularity(64); /* 256 colour sprites with palette selectable on 64 colour boundaries */ save_item(NAME(m_enable_video)); save_item(NAME(m_shadow_pen_mask)); save_item(NAME(m_shadow_pen_shift)); } VIDEO_START_MEMBER(ssv_state,eaglshot) { ssv_state::video_start(); m_eaglshot_gfxram = std::make_unique(16 * 0x40000 / 2); m_gfxdecode->gfx(0)->set_source((uint8_t *)m_eaglshot_gfxram.get()); m_gfxdecode->gfx(1)->set_source((uint8_t *)m_eaglshot_gfxram.get()); save_pointer(NAME(m_eaglshot_gfxram.get()), 16 * 0x40000 / 2); } TILE_GET_INFO_MEMBER(ssv_state::get_tile_info_0) { uint16_t tile = m_gdfs_tmapram[tile_index]; SET_TILE_INFO_MEMBER(2, tile, 0, TILE_FLIPXY( tile >> 14 )); } WRITE16_MEMBER(ssv_state::gdfs_tmapram_w) { COMBINE_DATA(&m_gdfs_tmapram[offset]); m_gdfs_tmap->mark_tile_dirty(offset); } VIDEO_START_MEMBER(ssv_state,gdfs) { ssv_state::video_start(); m_gdfs_tmap = &machine().tilemap().create(*m_gfxdecode, tilemap_get_info_delegate(FUNC(ssv_state::get_tile_info_0),this), TILEMAP_SCAN_ROWS, 16,16, 0x100,0x100); m_gdfs_tmap->set_transparent_pen(0); } /*************************************************************************** CRT controller, registers that are read (vblank etc.?) 1c0000 (wait for bit .. to become ..) keithlcy: bit D, 0 -> 1 mslider: bit A, 0 hypreact: meosism: srmp7: sxyreact: ultrax: bit F, 0 twineag2: hypreac2: bit C, 1 -> 0 bit F, 0 janjans1: srmp4: survarts: no checks ryorioh: drifto94: bit D, 0 -> 1 bit A, 0 CRT controller, registers that are written (resolution, visible area, flipping etc.) 1c0060-61 ---- ---- ---- ---- ? 21 or 2b for all games 1c0062-63 fedc ba98 7654 3210 x start visible area 1c0064-65 fedc ba98 7654 3210 x end visible area 1c0066-67 ---- ---- ---- ---- ? 1c6 for all games 1c0068-69 ---- ---- ---- ---- ? 1 for all games 1c006a-6b fedc ba98 7654 3210 y start visible area 1c006c-6d fedc ba98 7654 3210 y end visible area 1c006e-6f ---- ---- ---- ---- ? 106 for all games 1c0070-71 fedc ba98 7654 3210 signed y global tilemap x offset 1c0072-73 ---- ---- ---- ---- ? 1c0074-75 ---- ---- ---- ---- ? -e-- ---- ---- ---- y flipscreen ---c ---- ---- ---- x flipscreen ---- ba98 ---- ---- ? 0101 for all games ---- ---- 7654 3210 signed global tilemap x offset 1c0076-77 -e-- ---- ---- ---- global/local sprites coordinates ---- ---- 7--- ---- shadow (0 = 2 bits, 1 = 4 bits) 1c0078-79 ---- ---- ---- ---- ? 1c007a-7b ---- ---- ---- ---- ? ---- b--- ---- ---- sprite coordinate mode 1c0060-7f: drifto94: 0000 0025 00cd 01c6 - 0001 0013 0101 0106 0300 0711 0500 0000 - 0015 5940 03ea 5558 (flip) dynagear: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 02fd 0000 0500 0000 - 0015 5940 03ed 5558 (flip) eaglshot: 0021 002a 00ca 01c6 - 0001 0016 00f6 0106 0301 0000 0500 d000 - 0015 5940 03f1 5560 d00f (flip) gdfs: 002b 002c 00d5 01c6 - 0001 0012 0102 0106 03ec 0711 0500 0000 - 00d5 5950 03ec 1557 (flip) hypreact: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 03f0 5558 (flip) hypreac2: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 05ff c000 - 0015 5140 03ea 5558 (flip) janjans1: 0021 0023 00cb 01c6 - 0001 000f 00fe 0106 0300 0000 0500 c000 - 0015 5140 0300 0500 (flip) keithlcy: 002b 0025 00cd 01c6 - 0001 0013 0101 0106 0300 0711 0500 0000 - 0015 5940 03ea 5558 (flip) meosism: 002b 002c 00d5 01c6 - 0001 0012 00fe 0106 0301 0000 0500 c000 - 0015 5140 (no flip) mslider: 0021 0026 00d6 01c6 - 0001 000e 00fe 0106 03f1 0711 5550 c080 - 0015 5940 0301 0500 (flip) ryorioh: 0021 0023*00cb 01c6 - 0001 000f 00fe 0106 0300 0000 0500 c000 - 0015 5140 03ed 5558 (flip) *0025 srmp4: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 0301 0711 0500 0000 - 0015 4940 ffe8 5557 (flip) srmp7: 002b 002c 00d4 01c6 - 0001 000e 00fd 0106 0000 0000 e500 0000 - 0015 7140 02f2 b558 (flip) stmblade: 0021 0026 00d6 01c6 - 0001 000e 00fe 0106 03f1 0711 5550 c080 - 0015 5940 <- 711 becomes 0 during gameplay 0301 0500 (flip) survarts: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 0301 0000 0500 0000 - 0015 5140 03e9 5558 (flip) sxyreact: 0021 0022 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 03ef 5558 (flip) sxyreac2: 0021 0023 00cb 01c6 - 0001 000e 00fe 0106 0301 0000 0500 c000 - 0015 5140 ???? ???? (flip) twineag2: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 ffec 0000 e500 4000 - 0315 7940 ???? ???? (flip) ultrax: 002b 002c 00d4 01c6 - 0001 0012 0102 0106 ffec 0000 e500 4000 - 0315 7940 02fe b558 (flip) vasara & 0021 0024 00cc 01c6 - 0001 000e 00fe 0106 vasara2: 03f1 0000 6500 c000 - 0015 5140 0301 3558 (flip) ***************************************************************************/ READ16_MEMBER(ssv_state::vblank_r) { if (m_screen->vblank()) return 0x2000 | 0x1000; else return 0x0000; } WRITE16_MEMBER(ssv_state::scroll_w) { COMBINE_DATA(m_scroll + offset); /* offsets 60-7f: CRT Controller */ // if(((offset*2) & 0x70) == 0x60) // printf("%04x %04x\n",data,offset*2); } /*************************************************************************** Sprites Drawing [mslider] "Insert coins" 101f60: 0006 0825 00b0 000c 104128: 1a3a 0000 63d4 0400 (16x16) Character tilemap 100080: 000f 0410 0000 0000 102080: 0002 0000 6200 0c00 0002 0000 6200 0c40 0002 0000 6200 0c80 0002 0000 6200 0cc0 0002 0000 6200 0d00 .. 0002 0000 6200 0fc0 1c0010: 73f0 00f1 05ff 4600 [hypreact] intro 100140: 6003 04ca 0000 0000 (tilemap sprite) 102650: 0003 0000 0000 0c00 0003 0000 0000 0c40 0003 0000 0000 0c80 0003 0000 0000 0cc0 1c0018: 15f8 00e8 057f 2600 game 100058: 6003 00db 0050 0040 (normal sprite) 1006d8: 037c 001b 6400 0400 tiles 100060: 6019 0120 0014 000a (sometimes 6619!) 100900: 0a8c 0012 6400 0420 (32x16) 0400 0012 6400 0800 (32x32) ... [hypreac2] "warning" 100f60: 6106 3893 0068 00c8 (128x32) 11c498: 00e0 00b2 6c00 0800 0000 0000 0000 0000 text below "warning" 100f70: 6016 389b 0048 00b0 ((16 or 8)x8) 11c4d8: 0054 0007 6000 0000 black regions 100af8: 6303 2d64 0000 03f8 (yoffs should be used) 116b20: 0004 0000 0000 0fa0 <- move up and down 0004 0000 0000 0fe0 0004 0000 0000 0ce0 0004 0000 0000 0d20 1c0020: 6c00 00ef 057f 2600 "credits" 1012f0: 6007 440e 00e0 0008 (16x8) 122070: 0043 0006 6000 0000 tiles 100ce8: 6111 3464 0008 0030 (16x32,empty tile frames) 11a320: 0460 006b 6110 0800 0460 006b 6100 0800 .. 100d68: 6205 34de 0008 0030 (16x32, tiles on frames) 11a6f0: 050c 0059 6000 0800 04c0 005a 6010 0800 04d4 005a 6020 0800 0500 0059 6030 0800 .. 100cf8: 6105 348a 0008 fff8 (16x16 x 2x3, big tiles below) 11a450: 61d6 0059 6000 0420 61f2 0059 6000 0410 6212 0059 6000 0400 61d8 0059 6010 0420 61f4 0059 6010 0410 6214 0059 6010 0400 [keithlcy] high scores 101030: 717f 40c0 0010 0000 120600: 0000 0000 00c0 0025 (16x16) 0000 0000 00d0 0025 .. 0000 0000 0000 ffff (ysize should be 16!) 0000 0000 0010 ffff .. K of "KEITH" 101180: 610e 4600 0020 0090 123000: 4ef4 016a 0000 0040 (16x16) 4ef6 016a 0010 0040 .. floating robot (demo) 101000: 713d 4000 03b0 0088 120000: .. 71f6 0020 0000 0030 71f8 0020 0010 0030 .. cityscape 100030: 7304 1600 0000 007c (yoffs should not be used) 10b000: 0001 0000 0200 0000 0001 0000 0200 0040 0001 0000 0200 0080 0001 0000 0200 00c0 1c0008: 0800 00f2 05ff 5729 [meosism] shadows 100100: 701f 051b 0041 0020 (16x16 shadow) 1028d8: 05aa 0030 f000 0470 [srmp4] logo 100000: 6303 1680 0180 0078 (yoffs?) 10b400: 0001 0000 0000 0060 0001 0000 0000 0020 0001 0000 0000 ffe0 0001 0000 0000 ffa0 1c0008: 0800 00ec 05ff 5629 tiles 100088: 6103 25b7 0028 000a (16x16) 112db8: f4aa 0009 03f8 0018 f4a8 0009 0008 0018 f4ba 0009 03f8 0008 f4bc 0009 0008 0008 [survarts] tilemap 100030: 6303 2048 0000 0000 110240: 0002 0000 0160 03fc 0002 0000 0160 003c 0002 0000 0160 007c 0002 0000 0160 00bc 1c0010: 0c2e 01f5 05ff 4628 player 100030: 611f 1da0 0000 fffc 10ed00: eb16 200f 005c fffa (16x16) "push start" 100130: 601d 1920 0048 0000 10c900: 0441 0004 0000 004c (16x8) [drifto94] car shadow 100010: 8137 0640 0080 0030 103200: .. 544a 21e4 0030 0030 (16x16) writings on finish 100130: 6109 4840 004e 0058 "good work" 124200: ee6e 0135 0024 0000 (16x16) 100158: 611e 4860 0058 0020 "you have proved yOur".. 124300: ee92 0137 0024 0014 (16x16) .. ee7e 0137 fff4 0000 (16x16!!) ; 'O' .. [ultrax] sprite begin of lev1 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 (64x64) [eaglshot] title logo 100040: 001b 2920 0048 00e0 114900: 2130 0060 7018 0fd0 (16x64) play 100020: 0003 290c 0000 0000 114860: 0003 0000 03f0 0ce0 (tilemap) sammy logo 100020: 0003 1000 0000 0000 108000: 0001 0000 4380 0ce0 (tilemap) From the above some noteworthy cases are: 101f60: 0006 0825 00b0 000c 104128: 1a3a 0000 63d4 0400 consider y size 101030: 717f 40c0 0010 0000 120600: 0000 0000 0000 ffff ignore y size & depth 100158: 611e 4860 0058 0020 124300 ee7e 0137 fff4 0000 ignore x size & depth 100f60: 6106 3893 0068 00c8 11c498: 00e0 00b2 6c00 0800 consider x size & y size 100100: 701f 051b 0041 0020 1028d8: 05aa 0030 f000 0470 consider shadow (16x16 shadow) 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 (64x64) 100140: 6003 04ca 0000 0000 tilemap 102650: 0003 0000 0000 0c00 100080: 000f 0410 0000 0000 tilemap 102080: 0002 0000 6200 0c00 **************************************************************************/ /* Draw a tilemap sprite */ void ssv_state::draw_row(bitmap_ind16 &bitmap, const rectangle &cliprect, int sx, int sy, int scroll) { uint16_t *spriteram16 = m_spriteram; uint16_t *ssv_scroll = m_scroll; rectangle clip; int attr, code, color, mode, size, page, shadow; int x, x1, sx1, flipx, xnum, xstart, xend, xinc; int y, y1, sy1, flipy, ynum, ystart, yend, yinc; uint16_t *s3; xnum = 0x20; // width in tiles (screen-wide) ynum = 0x8; // height in tiles (always 64 pixels?) scroll &= 0x7; // scroll register index /* Sign extend the position */ sx = 0; sy = (sy & 0x1ff) - (sy & 0x200); /* Set up a clipping region for the tilemap slice .. */ clip.set(sx, sx + xnum * 0x10 - 1, sy, sy + ynum * 0x8 - 1); /* .. and clip it against the visible screen */ if (clip.min_x > cliprect.max_x) return; if (clip.min_y > cliprect.max_y) return; if (clip.max_x < cliprect.min_x) return; if (clip.max_y < cliprect.min_y) return; if (clip.min_x < cliprect.min_x) clip.min_x = cliprect.min_x; if (clip.max_x > cliprect.max_x) clip.max_x = cliprect.max_x; if (clip.min_y < cliprect.min_y) clip.min_y = cliprect.min_y; if (clip.max_y > cliprect.max_y) clip.max_y = cliprect.max_y; /* Get the scroll data */ x = ssv_scroll[ scroll * 4 + 0 ]; // x scroll y = ssv_scroll[ scroll * 4 + 1 ]; // y scroll // ssv_scroll[ scroll * 4 + 2 ]; // ??? mode = ssv_scroll[ scroll * 4 + 3 ]; // layer disabled, shadow, depth etc. /* Background layer disabled */ if ((mode & 0xe000) == 0) return; shadow = (mode & 0x0800); /* Decide the actual size of the tilemap */ size = 1 << (8 + ((mode & 0xe000) >> 13)); page = (x & 0x7fff) / size; /* Given a fixed scroll value, the portion of tilemap displayed changes with the sprite position */ x += sx; y += sy; /* Tweak the scroll values */ // x += 0; y += ((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 2); // Kludge for eaglshot if ((ssv_scroll[ scroll * 4 + 2 ] & 0x05ff) == 0x0440) x += -0x10; if ((ssv_scroll[ scroll * 4 + 2 ] & 0x05ff) == 0x0401) x += -0x20; /* Draw the rows */ x1 = x; y1 = y; sx1 = sx - (x & 0xf); sy1 = sy - (y & 0xf); for (sx=sx1,x=x1; sx <= clip.max_x; sx+=0x10,x+=0x10) { for (sy=sy1,y=y1; sy <= clip.max_y; sy+=0x10,y+=0x10) { int tx, ty, gfx; s3 = &spriteram16[ page * (size * ((0x1000/0x200)/2)) + ((x & ((size -1) & ~0xf)) << 2) + ((y & ((0x200-1) & ~0xf)) >> 3) ]; code = s3[0]; // code high bits attr = s3[1]; // code low bits + color /* Code's high bits are scrambled */ code += m_tile_code[(attr & 0x3c00)>>10]; flipy = (attr & 0x4000); flipx = (attr & 0x8000); if ((ssv_scroll[0x74/2] & 0x1000) && ((ssv_scroll[0x74/2] & 0x2000) == 0)) { if (flipx == 0) flipx = 1; else flipx = 0; } if ((ssv_scroll[0x74/2] & 0x4000) && ((ssv_scroll[0x74/2] & 0x2000) == 0)) { if (flipy == 0) flipy = 1; else flipy = 0; } color = attr; /* Select 256 or 64 color tiles */ gfx = ((mode & 0x0100) ? 0 : 1); /* Force 16x16 tiles ? */ if (flipx) { xstart = 1-1; xend = -1; xinc = -1; } else { xstart = 0; xend = 1; xinc = +1; } if (flipy) { ystart = 2-1; yend = -1; yinc = -1; } else { ystart = 0; yend = 2; yinc = +1; } /* Draw a tile (16x16) */ for (tx = xstart; tx != xend; tx += xinc) { for (ty = ystart; ty != yend; ty += yinc) { drawgfx( bitmap, clip, m_gfxdecode->gfx(gfx), code++, color, flipx, flipy, sx + tx * 16, sy + ty * 8, shadow ); } /* ty */ } /* tx */ } /* sy */ } /* sx */ } /* Draw the "background layer" using multiple tilemap sprites */ void ssv_state::draw_layer(bitmap_ind16 &bitmap, const rectangle &cliprect, int nr) { int sy; for ( sy = 0; sy <= m_screen->visible_area().max_y; sy += 0x40 ) draw_row(bitmap, cliprect, 0, sy, nr); } /* Draw sprites in the sprites list */ void ssv_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect) { /* Sprites list */ uint16_t *ssv_scroll = m_scroll; uint16_t *spriteram16 = m_spriteram; uint16_t *s1 = spriteram16; uint16_t *end1 = spriteram16 + 0x02000/2; uint16_t *end2 = spriteram16 + 0x40000/2; uint16_t *s2; for ( ; s1 < end1; s1+=4 ) { int attr, code, color, num, sprite; int sx, x, xoffs, flipx, xnum, xstart, xend, xinc, sprites_offsx; int sy, y, yoffs, flipy, ynum, ystart, yend, yinc, sprites_offsy, tilemaps_offsy; int mode,global_depth,global_xnum,global_ynum; mode = s1[ 0 ]; sprite = s1[ 1 ]; xoffs = s1[ 2 ]; yoffs = s1[ 3 ]; /* Last sprite */ if (sprite & 0x8000) break; /* Single-sprite address */ s2 = &spriteram16[ (sprite & 0x7fff) * 4 ]; tilemaps_offsy = ((s2[3] & 0x1ff) - (s2[3] & 0x200)); /* Every single sprite is offset by x & yoffs, and additionally by one of the 8 x & y offsets in the 1c0040-1c005f area */ xoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x40/2]; yoffs += ssv_scroll[((mode & 0x00e0) >> 4) + 0x42/2]; /* Number of single-sprites (1-32) */ num = (mode & 0x001f) + 1; global_ynum = (mode & 0x0300) << 2; global_xnum = (mode & 0x0c00); global_depth = (mode & 0xf000); for( ; num > 0; num--,s2+=4 ) { int depth, local_depth, local_xnum, local_ynum; if (s2 >= end2) break; sx = s2[ 2 ]; sy = s2[ 3 ]; local_depth = sx & 0xf000; local_xnum = sx & 0x0c00; local_ynum = sy & 0x0c00; if (ssv_scroll[0x76/2] & 0x4000) { xnum = local_xnum; ynum = local_ynum; depth = local_depth; } else { xnum = global_xnum; ynum = global_ynum; depth = global_depth; } if ( s2[0] <= 7 && s2[1] == 0 && xnum == 0 && ynum == 0x0c00) { // Tilemap Sprite int scroll; scroll = s2[ 0 ]; // scroll index if (ssv_scroll[0x76/2] & 0x1000) sy -= 0x20; // eaglshot else { if (ssv_scroll[0x7a/2] & 0x0800) { if (ssv_scroll[0x7a/2] & 0x1000) // drifto94, dynagear, keithlcy, mslider, stmblade, gdfs, ultrax, twineag2 sy -= tilemaps_offsy; else // srmp4 sy += tilemaps_offsy; } } if ((mode & 0x001f) != 0) draw_row(bitmap, cliprect, sx, sy, scroll); } else { // "Normal" Sprite /* hot spots: "warning" in hypreac2 has mode & 0x0100 and is not 16x16 keithlcy high scores has mode & 0x0100 and y & 0x0c00 can be 0x0c00 drifto94 "you have proved yOur".. has mode & 0x0100 and x & 0x0c00 can be 0x0c00 ultrax (begin of lev1): 100010: 6b60 4280 0016 00a0 121400: 51a0 0042 6800 0c00 needs to be a normal sprite */ int shadow, gfx; if (s2 >= end2) break; code = s2[0]; // code high bits attr = s2[1]; // code low bits + color /* Code's high bits are scrambled */ code += m_tile_code[(attr & 0x3c00)>>10]; flipy = (attr & 0x4000); flipx = (attr & 0x8000); if ((ssv_scroll[0x74/2] & 0x1000) && ((ssv_scroll[0x74/2] & 0x2000) == 0)) { if (flipx == 0) flipx = 1; else flipx = 0; } if ((ssv_scroll[0x74/2] & 0x4000) && ((ssv_scroll[0x74/2] & 0x2000) == 0)) { if (flipy == 0) flipy = 1; else flipy = 0; } color = attr; /* Select 256 or 64 color tiles */ gfx = (depth & 0x1000) ? 0 : 1; shadow = (depth & 0x8000); /* Single-sprite tile size */ xnum = 1 << (xnum >> 10); // 1, 2, 4 or 8 tiles ynum = 1 << (ynum >> 10); // 1, 2, 4 tiles (8 means tilemap sprite?) if (flipx) { xstart = xnum-1; xend = -1; xinc = -1; } else { xstart = 0; xend = xnum; xinc = +1; } if (flipy) { ystart = ynum-1; yend = -1; yinc = -1; } else { ystart = 0; yend = ynum; yinc = +1; } /* Apply global offsets */ sx += xoffs; sy += yoffs; /* Sign extend the position */ sx = (sx & 0x1ff) - (sx & 0x200); sy = (sy & 0x1ff) - (sy & 0x200); sprites_offsx = ((ssv_scroll[0x74/2] & 0x7f) - (ssv_scroll[0x74/2] & 0x80)); sprites_offsy = -((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 1); if (ssv_scroll[0x74/2] & 0x4000) // flipscreen y { sy = -sy; if (ssv_scroll[0x74/2] & 0x8000) sy += 0x00; // else sy -= 0x10; // vasara (hack) } if (ssv_scroll[0x74/2] & 0x1000) // flipscreen x { sx = -sx + 0x100; } // sprites can be relative to a side, the other side or the center if (ssv_scroll[0x7a/2] == 0x7140) { // srmp7 sx = sprites_offsx + sx; sy = sprites_offsy - sy; } else if (ssv_scroll[0x7a/2] & 0x0800) { // dynagear, drifto94, eaglshot, keithlcy, mslider, srmp4, stmblade, twineag2, ultrax sx = sprites_offsx + sx - (xnum * 8) ; sy = sprites_offsy - sy - (ynum * 8) / 2; } else { // hypreact, hypreac2, janjans1, meosism, ryorioh, survarts, sxyreact, sxyreac2, vasara, vasara2 sx = sprites_offsx + sx; sy = sprites_offsy - sy - (ynum * 8); } /* Sprite code masking */ if (xnum == 2 && ynum == 4) // needed by hypreact { code &= ~7; } /* Draw the tiles */ for (x = xstart; x != xend; x += xinc) { for (y = ystart; y != yend; y += yinc) { drawgfx( bitmap, cliprect, m_gfxdecode->gfx(gfx), code++, color, flipx, flipy, sx + x * 16, sy + y * 8, shadow ); } } // #ifdef MAME_DEBUG // if (machine().input().code_pressed(KEYCODE_Z)) /* Display some info on each sprite */ // { char buf[30]; // sprintf(buf, "%02X",/*(s2[2] & ~0x3ff)>>8*/mode>>8); // machine().ui().draw_text(&machine().render().ui_container(), buf, sx, sy); // } // #endif } /* sprite type */ } /* single-sprites */ } /* sprites list */ } /*************************************************************************** Screen Drawing ***************************************************************************/ uint32_t ssv_state::screen_update_eaglshot(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { return screen_update(screen, bitmap, cliprect); } uint32_t ssv_state::screen_update_gdfs(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { screen_update(screen, bitmap, cliprect); // draw zooming sprites m_gdfs_st0020->update_screen(screen, bitmap, cliprect, false); m_gdfs_tmap->set_scrollx(0, m_gdfs_tmapscroll[0x0c/2]); m_gdfs_tmap->set_scrolly(0, m_gdfs_tmapscroll[0x10/2]); m_gdfs_tmap->draw(screen, bitmap, cliprect, 0, 0); return 0; } void ssv_state::enable_video(int enable) { m_enable_video = enable; } uint32_t ssv_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) { rectangle clip; // Shadow if (m_scroll[0x76/2] & 0x0080) { // 4 bit shadows (mslider, stmblade) m_shadow_pen_shift = 15-4; } else { // 2 bit shadows m_shadow_pen_shift = 15-2; } m_shadow_pen_mask = (1 << m_shadow_pen_shift) - 1; /* The background color is the first one in the palette */ bitmap.fill(0, cliprect); // used by twineag2 and ultrax clip.min_x = (cliprect.max_x / 2 + m_scroll[0x62/2]) * 2 - m_scroll[0x64/2] * 2 + 2; clip.max_x = (cliprect.max_x / 2 + m_scroll[0x62/2]) * 2 - m_scroll[0x62/2] * 2 + 1; clip.min_y = (cliprect.max_y + m_scroll[0x6a/2]) - m_scroll[0x6c/2] + 1; clip.max_y = (cliprect.max_y + m_scroll[0x6a/2]) - m_scroll[0x6a/2] ; // printf("%04x %04x %04x %04x\n",clip.min_x, clip.max_x, clip.min_y, clip.max_y); if (clip.min_x < 0) clip.min_x = 0; if (clip.min_y < 0) clip.min_y = 0; if (clip.max_x > cliprect.max_x) clip.max_x = cliprect.max_x; if (clip.max_y > cliprect.max_y) clip.max_y = cliprect.max_y; if (clip.min_x > clip.max_x) clip.min_x = clip.max_x; if (clip.min_y > clip.max_y) clip.min_y = clip.max_y; if (!m_enable_video) return 0; draw_layer(bitmap, clip, 0); // "background layer" draw_sprites(bitmap, clip); // sprites list return 0; }